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Everything posted by GrantSP
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That directory structure is to store all of the user defined files and post-installation generated stuff, ie. profiles, INIs, logs, 'Overwrite', etc. The actual executable is installed where you want it to go. The whole reason for the change is to facilitate the single installation/multiple-game functionality. Using 'AppData' is an elegant and oft-used method employed by many programmes to maintain an easy database of the required files for different users. Most browsers store information there as do editors like Notepad++. LOOT likewise uses this storage method as does the Nexus mod manager.
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Post your 'modorganizer.INI' here in spoiler tags, or to a site like PasteBin, so we can examine what is being called.
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Removing meshes created with Bodyslide through Mod Organizer
GrantSP replied to Marou's question in Mod Organizer Support
Welcome to STEP @Marou When you examine the 'Data' tab, the name of the providing mod is shown in the column named "Mod". Or, if the name is shown in red, just mouseover the name of the mod and the tooltip will tell you any other mods that also provide those files. General rule of MO is: if the file exists in the VFS when a tool is run, such as Bodyslide, FNIS, xEdit, etc., that file is edited and is found in the providing mod. If a new file is created then those files will be found in "Overwrite" where you can do what you wish with them, usually create a mod from it. -
Cannot get AI to work properly in MO
GrantSP replied to RoyBatty's question in Mod Organizer Support
Very odd. Can't recall anyone reporting issues with only some vanilla textures. Logic would dictate that if other assets from Update.bsa are being loaded then these few would also. Not really sure the installation of mods outside of the MO environment would have any affect with this issue since you report these are vanilla assets, and therefore they can only be found in the one location: Data. Sadly I don't know how to direct you on this, you can try and install ALL mods via MO if you wish, though I doubt that is the problem. We have a lot of Fallout guides created here for Fallout New Vegas, Fallout 3 and even Tales of Two Wastelands and even with heavily modded setups like those, no one has reported what you are seeing, at least I can't recall anyone. I doubt very much it is something as dire as the code not reading that BSA correctly as surely it would manifest itself many times for many users? I'm assuming you have checked simple things like ensuring all the BSAs are in fact checked on the 'Archives' tab? This was the only issue I can recall that was remotely similar to yours, a user had not made sure ALL BSAs were checked and the one providing the asset was indeed unchecked. -
Weird/inconsistent lighting
GrantSP replied to Black_Angel's question in Guide Support & Bug Reports
Please note this post about recent changes. -
Welcome to STEP @Talmar Simple answer to your question is: Yes you can run SKSE as admin from MO. However, we strongly discourage running ANY executable from MO as admin as it can introduce issues with file access permissions later on. @GamerPoets is the official STEP and MO video tutorial producer and I suggest viewing some of the more pertinent ones. SKSE ModOrganizer
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Taking my time with this, I've a few things on the go and I'm terrible at time management, so it when it happens - it happens. But I'll say that so far, I'm up to section 28 Compatibility Patches, and I haven't seen any glitches in my game. One or two very minor points about what is or isn't mentioned in the mod descriptions or their installation instructions, but nothing that would make a broken install.
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Apart from the obvious change of 64bit as opposed to 32bit, there is also the way MO2 stores its profiles for different games where these can be configured to be in %AppData% or another location. This may be a problem with access rights that exist even with all users on Win10 and MO2 having everything else the same.
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LOOT CTD's even with webroot exclusion in place
GrantSP replied to Wolvyreen's question in Other Utilities Support
If by your inclusion of the MO log we can surmise "Audio Overhaul" is one of the mods that, when enabled, you see this error, the most likely reason is that mod includes a lot of *.wav files and they are commonly used by nefarious types to transport viruses and other malware and thus overly zealous AV packages will target anything that handles them. Since the system is seeing MO suddenly provide these files into memory and LOOT is trying to access them, it tries to circumvent any issue but falls over in it's attempts to do so. tl;dr Most AV packages are very bad at handling legitimate software that employ 'hooking' such as MO.- 3 replies
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Welcome STEP @elohin Most likely you have changed the 'group listing' to be something other than what you expect. The drop-down menu at the centre-bottom of the UI on the left-hand pane.
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ACCEPTED Book Covers Skyrim - Lost Library (by DanielCoffey)
GrantSP replied to Nebulous112's topic in Skyrim LE Mods
Well that's at least 6 or 7 votes for inclusion as an extended mod, do we want any more? I think not. -
GUIDE Fear and Loathing in New Vegas - Feedback
GrantSP replied to EssArrBee's topic in Fear & Loathing in New Vegas
I stand corrected. Well actually I'm sitting, but... nevermind. As I've mentioned before, your mods are always exceptional so I've high expectations for this one. Now to get back into my F&LNV install, again. -
GUIDE Fear and Loathing in New Vegas - Feedback
GrantSP replied to EssArrBee's topic in Fear & Loathing in New Vegas
Already included in the guide. -
Google Chrome Can't Download from Skyrim Nexus using MO
GrantSP replied to Idonea's question in Mod Organizer Support
All good for me now, so clearly the Nexus servers where struggling. -
Cannot get AI to work properly in MO
GrantSP replied to RoyBatty's question in Mod Organizer Support
Hey Roy thanks for the detailed report. Could you provide a bit more information though? It would be good to know exactly which textures are missing, maybe some screenshots with the console open to show which plugin is calling that texture? -
Though the advice to move Steam out of a UAC location, like Program Files (x86), is valid, that isn't the sole cause for your error. FNIS is notoriously fussy about what files need to be where and the easiest option is to delete the current FNIS output mod or clear the 'Overwrite', reinstall FNIS, move all animation mods to below (higher priority) it, and re-run the FNIS tool and create a new set of FNIS - Output.
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Google Chrome Can't Download from Skyrim Nexus using MO
GrantSP replied to Idonea's question in Mod Organizer Support
There is some issue with Nexus I believe. I too am seeing this and the most likely scenario is their servers are being flooded with new users, perhaps due to the holiday in the USA? Whatever the reason ALL issues like this are due to Nexus and not MO. This is easy to understand when you consider there has been no change to the MO code that handles the logging in for some time now and only now are there reports. Wait it out and see or simply download all your files manually and move them into MO's 'downloads' folder for easy installation. -
FNIS Skeleton Arm Fix not working
GrantSP replied to Homeslice1287's question in General Skyrim LE Support
So does this clarify that @Kesta is correct and it isn't a FNIS issue? -
Added both. Nb. both are added as case-sensitive, which can be changed if needed. I'm a bit of a stickler for those sort of things but others may feel I'm too restrictive.
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FNIS Skeleton Arm Fix not working
GrantSP replied to Homeslice1287's question in General Skyrim LE Support
What settings did you choose in FNIS and what mods were active when you created this? I don't have the 'weaponequip.hkx' in my output when I choose only Skeleton Arm Fix. Also you should get into the habit of creating a mod from the FNIS output and enabling that instead of leaving them there. In this case though that isn't the problem, just for future reference. -
bug BSOD and now all mods reset on load?
GrantSP replied to Daskie's question in Mod Organizer Support
Welcome to STEP @Daskie Don't know how your 1st post got missed but now that I've seen it let's try and figure out what is going on. Clearly BSODs are not an MO issue, sadly you have something more terminal going on in your system that will need to be rectified. Could be driver issues or bad Windows updates or any number of things. Missing ESMs are not unheard of and if you cleaned your ESMs and had them installed as a separate mod that mod may not be initialised and thus the message. This is especially the case if the original ESMs are now moved by xEdit into a backup folder. Using Steam to verify your game will restore those if you can't find them. The error messages you note in your log are not related to this problem. In fact I have now begun seeing them in all my MO installations, I suspect Nexus has made changes to the login facilities in it's codebase and now MO is having difficulties logging in. However back to the matter at hand. All I can suggest at this stage is to install a fresh MO into another location outside of D:\Program Files (x86)\, as this will remove any UAC issues that may get in the way. Then create a new profile and start installing your mods again. Start out small and copy the existing working profile to create the next step. ie. Create a basic profile with just the basic mods like SKSE, USLEEP etc. and when you know that is working create a new one from there. This way you always have a working profile to fall back to. -
FNV: Right Click to show UI doesn't work
GrantSP replied to JUNKdeLUXE's question in Guide Support & Bug Reports
For me the UI only shows with right-mouse when I'm in combat or weapon drawn. All UI elements shows/hides on mouse-click as set in the MCM but only in that circumstance. Another oddity is although you can set the right-mouse button as the IHUD key in MCM, for me it just does not work. You can not pull up the UI with right-mouse button. -
Ah... I knew there is a reason, just couldn't see it clearly enough. You're absolutely correct the *.NIFs supplied in the FO3 mod are referencing the textures in the FNV folder structure.
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FNIS Skeleton Arm Fix not working
GrantSP replied to Homeslice1287's question in General Skyrim LE Support
Just curious how are you seeing the "issue" when in 1st person view? -
Any insight into the question I pose about those FNV meshes that aren't being used by any plugin I can see?

